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BSActorSetTorque.cs
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27 
28 using System;
29 using System.Collections.Generic;
30 using System.Linq;
31 using System.Text;
32 
33 using OpenSim.Region.PhysicsModules.SharedBase;
34 
35 using OMV = OpenMetaverse;
36 
37 namespace OpenSim.Region.PhysicsModule.BulletS
38 {
39 public class BSActorSetTorque : BSActor
40 {
41  BSFMotor m_torqueMotor;
42 
43  public BSActorSetTorque(BSScene physicsScene, BSPhysObject pObj, string actorName)
44  : base(physicsScene, pObj, actorName)
45  {
46  m_torqueMotor = null;
47  m_physicsScene.DetailLog("{0},BSActorSetTorque,constructor", m_controllingPrim.LocalID);
48  }
49 
50  // BSActor.isActive
51  public override bool isActive
52  {
53  get { return Enabled && m_controllingPrim.IsPhysicallyActive; }
54  }
55 
56  // Release any connections and resources used by the actor.
57  // BSActor.Dispose()
58  public override void Dispose()
59  {
60  Enabled = false;
61  DeactivateSetTorque();
62  }
63 
64  // Called when physical parameters (properties set in Bullet) need to be re-applied.
65  // Called at taint-time.
66  // BSActor.Refresh()
67  public override void Refresh()
68  {
69  m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,torque={1}", m_controllingPrim.LocalID, m_controllingPrim.RawTorque);
70 
71  // If not active any more, get rid of me (shouldn't ever happen, but just to be safe)
72  if (m_controllingPrim.RawTorque == OMV.Vector3.Zero)
73  {
74  m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,notSetTorque,disabling={1}", m_controllingPrim.LocalID, ActorName);
75  Enabled = false;
76  return;
77  }
78 
79  // If the object is physically active, add the hoverer prestep action
80  if (isActive)
81  {
82  ActivateSetTorque();
83  }
84  else
85  {
86  DeactivateSetTorque();
87  }
88  }
89 
90  // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
91  // Register a prestep action to restore physical requirements before the next simulation step.
92  // Called at taint-time.
93  // BSActor.RemoveDependencies()
94  public override void RemoveDependencies()
95  {
96  // Nothing to do for the hoverer since it is all software at pre-step action time.
97  }
98 
99  // If a hover motor has not been created, create one and start the hovering.
100  private void ActivateSetTorque()
101  {
102  if (m_torqueMotor == null)
103  {
104  // A fake motor that might be used someday
105  m_torqueMotor = new BSFMotor("setTorque", 1f, 1f, 1f);
106 
107  m_physicsScene.BeforeStep += Mover;
108  }
109  }
110 
111  private void DeactivateSetTorque()
112  {
113  if (m_torqueMotor != null)
114  {
115  m_physicsScene.BeforeStep -= Mover;
116  m_torqueMotor = null;
117  }
118  }
119 
120  // Called just before the simulation step. Update the vertical position for hoverness.
121  private void Mover(float timeStep)
122  {
123  // Don't do force while the object is selected.
124  if (!isActive)
125  return;
126 
127  m_physicsScene.DetailLog("{0},BSActorSetTorque,preStep,force={1}", m_controllingPrim.LocalID, m_controllingPrim.RawTorque);
128  if (m_controllingPrim.PhysBody.HasPhysicalBody)
129  {
130  m_controllingPrim.AddAngularForce(true /* inTaintTime */, m_controllingPrim.RawTorque);
131  m_controllingPrim.ActivateIfPhysical(false);
132  }
133 
134  // TODO:
135  }
136 }
137 }
138 
139 
OpenMetaverse OMV
BSActorSetTorque(BSScene physicsScene, BSPhysObject pObj, string actorName)
Each physical object can have 'actors' who are pushing the object around. This can be used for hover...
Definition: BSActors.cs:118